/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #ifndef _Pawn_H__ #define _Pawn_H__ #include "OrxonoxPrereqs.h" #include #include "interfaces/PickupCarrier.h" #include "interfaces/RadarViewable.h" #include "worldentities/ControllableEntity.h" namespace orxonox // tolua_export { // tolua_export class _OrxonoxExport Pawn // tolua_export : public ControllableEntity, public RadarViewable, public PickupCarrier { // tolua_export friend class WeaponSystem; public: Pawn(Context* context); virtual ~Pawn(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void tick(float dt); inline bool isAlive() const { return this->bAlive_; } virtual void setHealth(float health); inline void addHealth(float health) { this->setHealth(this->health_ + health); } inline void removeHealth(float health) { this->setHealth(this->health_ - health); } inline float getHealth() const { return this->health_; } inline void setMaxHealth(float maxhealth) { this->maxHealth_ = maxhealth; this->setHealth(this->health_); } inline float getMaxHealth() const { return this->maxHealth_; } inline void setInitialHealth(float initialhealth) { this->initialHealth_ = initialhealth; this->setHealth(initialhealth); } inline float getInitialHealth() const { return this->initialHealth_; } virtual void setShieldHealth(float shieldHealth); inline float getShieldHealth() { return this->shieldHealth_; } inline void addShieldHealth(float amount) { this->setShieldHealth(this->shieldHealth_ + amount); } inline bool hasShield() { return (this->getShieldHealth() > 0); } virtual void setMaxShieldHealth(float maxshieldhealth); inline float getMaxShieldHealth() const { return this->maxShieldHealth_; } inline void setInitialShieldHealth(float initialshieldhealth) { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); } inline float getInitialShieldHealth() const { return this->initialShieldHealth_; } inline void restoreInitialShieldHealth() { this->setShieldHealth(this->initialShieldHealth_); } inline void restoreMaxShieldHealth() { this->setShieldHealth(this->maxShieldHealth_); } inline void setShieldAbsorption(float shieldAbsorption) { this->shieldAbsorption_ = shieldAbsorption; } inline float getShieldAbsorption() { return this->shieldAbsorption_; } // TODO: Rename to shieldRechargeRate virtual void setReloadRate(float reloadrate); inline float getReloadRate() const { return this->reloadRate_; } virtual void setReloadWaitTime(float reloadwaittime); inline float getReloadWaitTime() const { return this->reloadWaitTime_; } inline void resetReloadCountdown() { this->reloadWaitCountdown_ = 0; } inline void startReloadCountdown() { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc virtual void decreaseReloadCountdownTime(float dt); inline ControllableEntity* getLastHitOriginator() const { return this->lastHitOriginator_; } //virtual void hit(Pawn* originator, const Vector3& force, float damage); //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); virtual void hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); virtual void kill(); virtual void fired(unsigned int firemode); virtual void reload(); virtual void postSpawn(); void addWeaponSlot(WeaponSlot * wSlot); WeaponSlot * getWeaponSlot(unsigned int index) const; void addWeaponSet(WeaponSet * wSet); WeaponSet * getWeaponSet(unsigned int index) const; void addWeaponPack(WeaponPack * wPack); void addWeaponPackXML(WeaponPack * wPack); WeaponPack * getWeaponPack(unsigned int index) const; virtual void addedWeaponPack(WeaponPack* wPack) {} inline void setSpawnParticleSource(const std::string& source) { this->spawnparticlesource_ = source; } inline const std::string& getSpawnParticleSource() const { return this->spawnparticlesource_; } inline void setSpawnParticleDuration(float duration) { this->spawnparticleduration_ = duration; } inline float getSpawnParticleDuration() const { return this->spawnparticleduration_; } inline void setExplosionChunks(unsigned int chunks) { this->numexplosionchunks_ = chunks; } inline unsigned int getExplosionChunks() const { return this->numexplosionchunks_; } // These are used with the Damage Boost Pickup to use the damage multiplier. inline void setDamageMultiplier(float multiplier) { this->damageMultiplier_ = multiplier; } inline float getDamageMultiplier() const { return this->damageMultiplier_; } virtual void startLocalHumanControl(); void setAimPosition( Vector3 position ) { this->aimPosition_ = position; } Vector3 getAimPosition() { return this->aimPosition_; } virtual const Vector3& getCarrierPosition(void) const { return this->getWorldPosition(); }; virtual void changedVisibility(); void setExplosionSound(const std::string& engineSound); const std::string& getExplosionSound(); protected: virtual void preDestroy(); virtual void setPlayer(PlayerInfo* player); virtual void removePlayer(); virtual void death(); virtual bool hasSlaves(); virtual Controller* getSlave(); virtual void goWithStyle(); virtual void deatheffect(); virtual void spawneffect(); //virtual void damage(float damage, Pawn* originator = 0); virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL, const btCollisionShape* cs = NULL); bool bAlive_; virtual std::vector* getCarrierChildren(void) const { return new std::vector(); } virtual PickupCarrier* getCarrierParent(void) const { return NULL; } float health_; float maxHealth_; float initialHealth_; float shieldHealth_; float maxShieldHealth_; float initialShieldHealth_; float shieldAbsorption_; ///< Has to be between 0 and 1 float reloadRate_; float reloadWaitTime_; float reloadWaitCountdown_; float damageMultiplier_; ///< Used by the Damage Boost Pickup. WeakPtr lastHitOriginator_; WeaponSystem* weaponSystem_; bool bReload_; std::string spawnparticlesource_; float spawnparticleduration_; unsigned int numexplosionchunks_; private: void registerVariables(); inline void setWeaponSystem(WeaponSystem* weaponsystem) { this->weaponSystem_ = weaponsystem; } Vector3 aimPosition_; WorldSound* explosionSound_; // TODO: Does this really belong here? Maybe move it to BigExplosion? }; // tolua_export } // tolua_export #endif /* _Pawn_H__ */